Masteries

Offense:
18

Defense:
9

Utility:
3

Introduction

Hey Guys, this is my first build. I wrote this because I wanted to shed light on new favorite way to play Fizz, as an AP Jungle. I know this is not always as successful as AP Mid Fizz, but IMO it is more fun.

Also, most of the other online jungle builds suggested AD Bruiser Fizz, rather than AP.

Summoner Spells

Smite is very importent while jungling. Without it, you WILL die to creeps. It is also good for stealing jungle. I always take it.

Depending on you personal preference, you could pick any of the following in place of Flash:

Ghost is good for chasing/running away when you are waiting for cooldowns.

Teleport being used an a ward to a ward can be a great way to gank early game, and you can backdoor very easily with teleport late game.

Exhaust is another great spell for ganking,and in team-fights can decrease a carry's damage by a very good amount (30%). You wont have the mobility from other spells, though.

Ignite is a really good finisher, but I wouldn't recommend it for jungling Fizz. Only get it if you think you will still be able to escape after getting your combo in.

Masteries

Basic masteries for both jungle sustainability and damage output.

Runes

Runes

Greater Seal of Armor9

Greater Mark of Magic Penetration9

Greater Glyph of Ability Power4

Greater Glyph of Magic Resist5

Greater Quintessence of Ability Power3

No real details to go into. This setup gives you the Armor Seals for jungling, the Magic Resist Glyphs for ganking AP champions, and the AP/Magic Pen from Glyphs, Marks and Quints to kill stuff faster. Simple as that.

I feel that flat Armor Seals are more effective, because late game, if you really need armor you can get it from items. With flat Armor, it is effective in the beginning while jungling is slow and damaging.

If you really like low cooldowns, you can get Glphys of Cooldown Reduction instead of the 5 Glphys of Ability Power that I have in place. Also, if you have trouble jungling, you can get Glyphs of Armor to protect you from jungle creeps.

Quints of Magic Pen can be swapped out for Quints of Ability Power. I have also thought of Quintessences of Spell Vamp, which with 3 give 6% bonus spell vamp. 6% isn't a bad amount to start out with, and helps with jungle sustain.

Fizz's Q is a great way to harass, and an amazing way to gank. It procs with on-hit effects, like Lich Bane and Seastone Trident. I max it last because I use it primarily as a positioning spell, and with Lich Bane it does plenty of damage.

This is Fizz's bread-and-butter, so to speak. For only 40 mana, you can easily do an extra 200 damage per attack, without counting Lich Bane. Stopping the enemy from healing is always nice too. In the jungle, the passive is very helpful for killing creeps without using all of the mana you need for ganking. In total, this spell does the most damage, so I max it first.

This is all-around such an awesome spell. You get to become untargetable, which is helpful for a number of reasons. You can dish-out lots of AoE damage. You can jump a total of 800 units, which is twice Flash's distance (you can not jump most walls, however, so I still take Flash). It is the main reason for Fizz's great ganking ability. I max it second.

When ganking, don't use the second jump if you are already over them, as it effects a lager radius and slows. Otherwise, a combination of the E and the Q can catch up to most opponents.

- Chum the Waters-Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area. The champion that has the fish attached will be slowed (50 / 60 / 70 %).Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage (200 / 325 / 450 (+1.0 per ability power)), knocking up the target, knocking back all other enemies within the area from the center and slowing (50 / 60 / 70 %) all enemies in the area for 1.5 seconds.

And finally, Fizz's signature move, his ultimate, Chum The Waters. Fully Maxed, it has a fairly low cooldown (70 s), without accounting for CDR. For this reason, it can be used for so many things. As CC, it can be used to save yourself or your team mate, or to catch up to whoever you are chasing. In teamfights, it can do astounding damage and is a great way to initiate. Early game, it is great to gank with.

Try to save your Playful / Trickster in case you get caught. Also, only get this involved in 1v1s if you have 1-2 wards near you, so you know where the other people aren't. Run for your team or your turret after you get the kill. Their team will usually be after you.

Even though it was nerfed going into S3, Deathfire Grasp is still a great item. Not only is it tied with Zhonya's Hourglass in giving the second most AP of any item in the game, its active is great for increasing your total burst damage. It should be used just before initiating on an enemy to be the most effective.

LATE GAME

Once into late game, you should pick 2 of these items to finish the item build. You should pick based on your opponents and how fed you are.

DAMAGE

Deathfire Grasp and Void Staff are my top two picks for increasing your late game damage. They both reduce the effect of your opponent's magic resist, but I recommend getting only one, unless you are never dying.

Rabydon's Deathcap, while great on mst AP champions, I find isn't that great on ]Fizz as he gets enough AP from other items, and the majority of his skills do not scale very well.

Jungling

Jungle Route

1. Start at blue buff with a leash from your team. You may also ask for someone to guard your red buff, in case of an invade.

*NOTE* You can invade their jungle if you have at least four of your teammates. If the other team's jungle is manaless, or just for most AD jungles, you start at their blue buff. Otherwise steal their red buff.

2. Move on to Wolves or Wraiths, whichever you prefer, with your E and W.

3. Get red buff.

4. Gank any pushed lanes, or get Golems or any other minor camp that is up if no ganks are available.

From here, you just kill and jungle creeps when they respawn, prioritizing red and blue buffs. You can always counter-jungle and steal buffs, but when doing so, be sure the other jungle is on the other end of the map. Fizz does have many good escape tools, but its still better not to get caught in the first place.

Thanks!

Thank you, people of MOBAFire, for getting through my Fizz build. This is my first build, so if you vote, please leave a comment on why you said it was Good or Bad. I just want some constructive feedback. Thanks, and have a wonderful day.

Also, thank you JhoiJhoi for her extremely helpful guide on making a guide.

League of Legends is a team based, real time strategy game set in a mythical world of swords & magic where epic battles decide the fate of mystical nations. Game players take on the role of a Summoner who conjures and controls champions to fight for them at the Institute of War. During game play champions gain experience and items to enhance their skills and abilities. How players develop and play their champions can be the difference between a crushing defeat or a glorious victory!